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Previous Episode: Voyage of the Cursed Dawn - S02 E14
The session began the morning after the battle with the Shadow Shroom, with the party waking up safely inside King Nevalon’s castle. Over breakfast, there was still one issue to settle: Davkas Grosko's betrayal. The group discussed whether he deserved punishment, with Juulia suggesting that he should become the crew’s deckscrubber. Eventually, however, they decided against any real punishment. Davkas had separated himself from the Shadow Shroom, and the party agreed to trust his judgement going forward. With Rasa Arziki’s Obsidian Ring of Teleportation still requiring time to be completed, the group needed something to do in Baldor. Before leaving the castle, Juulia Troski made an extraordinary wager with Kal Black. She bet him 500,000 gold pieces that both the king and queen of the Western Kingdom would perish within the coming years. Kal accepted. The party then headed for Baldor’s branch of the Heroes Guild, known as the Hall of Heroes. There they met Meliam, a friendly archer who explained how joining the guild worked. The group would select a quest from the Book of Quests, and successfully completing it would earn them recognition as local heroes and a place within the Heroes Guild. They chose a quest called: Lair of Vengeance. Their task was to investigate a hidden lair believed to house a dangerous group.
Upon reaching the location, the party quickly discovered exactly who was hiding there: the Marauders. These were the same Marauders responsible for pillaging Red Flint’s old temple, and the same group Flint had later spotted operating in Farrock. This made the quest immediately personal. Cain Vaelen and Flint attempted to infiltrate the lair quietly. Unfortunately, stealth proved difficult for Flint while wearing heavy paladin armor, and they alerted the guards. A fight followed, but the party successfully killed the Marauders guarding the entrance and pushed further inside. Rasa then magically disguised himself as one of the Marauders. Strangely, when he and Flint continued deeper into the lair, the remaining Marauders did not attack. Instead, they appeared to have been expecting Flint. They greeted him simply as: “The Paladin.” Flint and the disguised Rasa were escorted deeper into the lair, where they finally met the leader of the Marauders: a bald witch. She brought Flint into a large ritual chamber and instructed him to stand upon a raised altar. Only then did the true purpose of the Marauders become clear. Their attacks, their interest in Flint, and the lair itself were connected to Mizella, the Eredonian Goddess of Vengeance, the same goddess Flint had once prayed to aboard the ship. The witch began a ritual using Flint himself as a divine conduit. The Arafora Sea was protected by a divine barrier separating the domain of the Pelagic Hosts from outside gods. Mizella could not simply enter their domain herself. Through Flint, however, the Marauders had found a way to bring her across that barrier. Their goal was to unleash Mizella upon the Arafora Sea, allowing the Goddess of Vengeance to wage war against the Pelagic Hosts and ultimately dominate their divine domain. And the ritual succeeded. Mizella crossed the barrier through Flint. Standing upon the altar, Red Flint was no longer simply a paladin caught in a ritual. He had become the embodiment of Vengeance. Session ends.
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